Re: Alfred Pennyworth - VOTE for Playtesting Phase
SirG is done...
CHECK LIST FOR Alfred Pennyworth
- THEME TEST – PASS
- MIRROR TEST – PASS
- BONDING TEST – PASS
- SYNERGIES TEST – PASS, Vigilantes and Sidekicks (assuming these are in the works)
- POWER CHECK – PASS
- FUN TEST – PASS
- COMPETITIVE TEST – PASS
- DRAFTING TEST – PASS, with Vigilantes or Sidekicks
- USAGE TEST – PASS
- STRATEGY TEST – PASS, OM placement is critical
PLAY TEST LIST FOR FIGURE UNITS - All tests on Grundy’s Grave
- HEAVY HITTER TEST – PASS
Test 1: Theracus
Theracus wins on Turn 1 of Round 2 with 1 wound.
Test 2: Sonya Esenwein
Sonya wins on Turn 3 of Round 2 with 0 wounds.
Test 3: Eldgrim
Alfred wins on Turn 5 of Round 1 with 0 wounds.
Test 4: Swog Rider x2
Alfred wins on Turn 5 of Round 2 with 2 wounds.
Test 5: Guilty McCreech
Alfred wins on Turn 6 of Round 1 with 0 wounds.
Test 6: Marcu Esenwein, Otonashi, and Isamu
Isamu remains standing on Turn 3 of Round 5.
- SQUAD TEST – PASS
Test 1: Blade Gruts
Blade Gruts win on Turn 5 of Round 2 with 2 figures remaining.
Test 2: Ashigaru Yari
Ashigaru Yari win on Turn 2 of Round 2 with 2 figures remaining.
Test 3: Deathreavers
Alfred on height taking potshots at rats—very fun. Alfred wins on Turn 6 of Round 3 with 1 wound.
- ARMY TEST
Team 1: Alfred (40), Batman (200), Huntress (170), Beast (170) = 580
Team 2: Captain America (220), Joker (190), Mystique (165) = 575
Round 1: Initiative Team Cap. Joker moves 2 OMs from Huntress to Alfred. Mystique out. OM1 on Alfred. Cap moves adjacent to Mystique. Beast moves out. Mystique misses Beast. Beast engages Mystique – ES = 8 – and hits her for 1 wound (1).
Round 2: Initiative Team Cap. Joker moves 2 OMs from Beast to Alfred. Mystique disengages, returning adjacent to Cap and shoots Beast for 2 wounds (2). Huntress out, but has no shot. Mystique fires again but misses. OM2 on Alfred, who stays safely at the back. Cap moves forward, misses Beast, but puts a wound on Huntress (1). Huntress gets her +2 dice against Cap and puts them to good use, hitting the Super Soldier for 2 total wounds (2).
Round 3: Initiative Team Alfred. Huntress only manages 1 more wound against Cap (3). Mystique moves adjacent to Cap and shoots Huntress for another wound (2). OM2 on Alfred, who extracts Huntress back to the start zone and partially heals her (1). Mystique shoots Beast for another wound (3). Beast engages Mystique and hits her for another wound, even with Cap’s boost (2). Mystique disengages and aims for Batman, as she realizes she’s the only one who can stay out of his Evasive Strike range, hitting him for 1 wound (1).
Round 4: Initiative Team Cap. Joker moves 2 OMs from Huntress to Alfred. Mystique shoots again at the Bat, but misses. Bat can only get in Batarang range of her, but still manages to nick her for another wound (3). The shapeshifter again moves out of ES range and hits for 2 more on the Bat (3). OM2 on Alfred, who can’t get adjacent to Mr. Wayne. Cap puts Beast down. Batman, smarting mightily, retreats adjacent to Alfred.
Round 5: Initiative Team Cap. Joker moves 2 of 3 OMs from Batman to Alfred. Mystique shoots at Batman, looking to finish him off, but misses. OM1 still on Batman; Field Medic = 3; but a Batarang puts down the blue beauty as she whiffs on defense. Second ‘rang puts Cap at critical life (4). OM2 was on Mystique. Alfred has had enough and takes a shotgun blast at Cap, but misses. Even at critical life, Cap knows Joker won’t be able to take all three of them down, so engages Batman (ES = 3) and puts down the Caped Crusader. Huntress can only barely get within range with her crossbow, but it’s enough, as the Super Soldier whiffs on defense against her 3 skulls.
Round 6: Initiative Team Alfred. Huntress moves. Joker, suffering from “It’s Just Not the Same,” scrambles for height. Huntress moves again but misses. Joker runs down the hill to engage her, hoping her losing the defense die will be enough, but she rolls 1 shield and 3 skulls, hitting her for 1 wound (2) and himself for 3 wounds due to Ruthless Counterstrike (3). Huntress hits back for a wound of her own (4). Joker has no choice but to try again, and Huntress’ Ruthless Counterstrike does him in.
Team Alfred wins on Turn 6 of Round 6 with Alfred at full life and Huntress with 2 wounds.
Team 1: Alfred (40), Batman (200), Huntress (170), Deadpool (285) = 695
Team 2: Jean Grey (180), Cyclops (190), Mystique (165), Blob (165) = 700
Round 1: Initiative Team Jean. Cyclops moves Blob out with Field Commander and lets Jean take a turn with Telepathic Rapport. Jean moves Blob out another 4 spaces with Telekinesis (quite a little set of synergies there). Deadpool shoots twice at Blob, who whiffs the first for 2 wounds (2), but blocks the second. Cyclops again moves Blob; Jean tries to throw him but fails; attacks Deadpool and hits for 1 wound (1). Huntress shoots at Jean and misses. Mystique shoots at Deadpool and misses. Deadpool shoots at Jean and misses, but heals himself (0).
Round 2: Initiative Team Jean. Cyclops moves himself and rolls 5 skulls with Optic Blast against Deadpool, who whiffs on 6 dice and promptly is destroyed. OUCH! OM1 was on Deadpool. Mystique shoots at Batman and hits for 1 wound (1). Huntress shoots at Jean and hits for 1 wound (1). Cyclops moves Blob; Jean can’t throw him again, but hits Huntress for 1 wound (1). OM3 was on Deadpool.
Round 3: Initiative Team Alfred. Huntress shoots at Jean and hits for another wound (2). Cyclops moves into position to Optic Blast only Huntress, but misses. Huntress rolls 4 skulls against Jean, only to see her block all 4! Cyclops blasts at Huntress again, putting her at critical life (3). Alfred uses Remote Field Extraction to save her pretty Vigilante keister (2). Mystique shoots at Bats, who whiffs on defense and follows Deadpool off the battlefield.
Round 4: Initiative Team Alfred. Huntress back to full-life with Alfred’s Field Medic roll of 14+2 = 16. With so many targets, she chooses Cyclops, but misses. Cyclops moves Blob; Jean throws Blob adjacent to Huntress, who is now Stuck. Jean shoots at Huntress, hitting her for 1 wound (1). Huntress can only attack Blob – with 5 skulls. Even with Blubber, he can only block 2 and is destroyed. Cyclops moves Jean and Optic Blasts Huntress. With her defense back up to 5, she defends well. Huntress is now free to move and gets within 2 of Cyclops, but can only hit him for 1 wound (1). Mystique moves adjacent to Cyclops and misses Huntress.
Round 5: Initiative Team Jean. Cyclops Optics Blasts Huntress for another wound (2). Huntress destroys Cyclops. OM2 on Cyclops. Huntress turns her crossbow on Jean who follows Cyclops off the battlefield. Mystique puts Huntress back to critical life (3). Huntress retreats towards Alfred.
Round 6: Initiative Team Jean. Mystique misses the fleeing Huntress, who gets back adjacent to Alfred, hoping to survive another attack. Mystique rolls 3 skulls against Alfred, who blocks just one (2), but it’s enough as he heals Huntress (1), who gets after Mystique, hitting her for 1 wound (1). Mystique shoots back from height and destroys Huntress. OM3 on Huntress.
Round 7: Initiative Team Alfred. Alfred can’t get close enough for a shot, so gains height. Mystique finishes off the butler directly.
Team Jean wins on Turn 2 of Round 7 with Mystique with 1 wound.
Alfred plays exceptionally well. Some great strategic decisions have to be made as to when to invest an OM on him, but if you guess right, it can make a substantial difference in the game.
Last edited by whitestuff : June 7th, 2010 at 03:00 AM.